// MIT License

// Copyright (c) 2019 Erin Catto

// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:

// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.

// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.

#include "test.h"

/// This stress tests the dynamic tree broad-phase. This also shows that tile
/// based collision is _not_ smooth due to Box2D not knowing about adjacency.
class Tiles : public Test
{
public:
  enum
  {
    e_count = 200
  };

  Tiles()
  {
    m_fixtureCount = 0;
    b2Timer timer;

    {
      float a = 0.5f;
      b2BodyDef bd;
      bd.position.y = -a;
      b2Body* ground = m_world->CreateBody(&bd);

#if 1
      int32 N = 200;
      int32 M = 10;
      b2Vec2 position;
      position.y = 0.0f;
      for (int32 j = 0; j < M; ++j)
      {
        position.x = -N * a;
        for (int32 i = 0; i < N; ++i)
        {
          b2PolygonShape shape;
          shape.SetAsBox(a, a, position, 0.0f);
          ground->CreateFixture(&shape, 0.0f);
          ++m_fixtureCount;
          position.x += 2.0f * a;
        }
        position.y -= 2.0f * a;
      }
#else
      int32 N = 200;
      int32 M = 10;
      b2Vec2 position;
      position.x = -N * a;
      for (int32 i = 0; i < N; ++i)
      {
        position.y = 0.0f;
        for (int32 j = 0; j < M; ++j)
        {
          b2PolygonShape shape;
          shape.SetAsBox(a, a, position, 0.0f);
          ground->CreateFixture(&shape, 0.0f);
          position.y -= 2.0f * a;
        }
        position.x += 2.0f * a;
      }
#endif
    }

    {
      float a = 0.5f;
      b2PolygonShape shape;
      shape.SetAsBox(a, a);

      b2Vec2 x(-7.0f, 0.75f);
      b2Vec2 y;
      b2Vec2 deltaX(0.5625f, 1.25f);
      b2Vec2 deltaY(1.125f, 0.0f);

      for (int32 i = 0; i < e_count; ++i)
      {
        y = x;

        for (int32 j = i; j < e_count; ++j)
        {
          b2BodyDef bd;
          bd.type = b2_dynamicBody;
          bd.position = y;
          bd.position.y = 190 - bd.position.y;
          
          //if (i == 0 && j == 0)
          //{
          //	bd.allowSleep = false;
          //}
          //else
          //{
          //	bd.allowSleep = true;
          //}

          b2Body* body = m_world->CreateBody(&bd);
          body->CreateFixture(&shape, 5.0f);
          ++m_fixtureCount;
          y += deltaY;
        }

        x += deltaX;
      }
    }

    m_createTime = timer.GetMilliseconds();
  }

  void Step(Settings& settings) override
  {
    const b2ContactManager& cm = m_world->GetContactManager();
    int32 height = cm.m_broadPhase.GetTreeHeight();
    int32 leafCount = cm.m_broadPhase.GetCount();
    int32 minimumNodeCount = 2 * leafCount - 1;
    float minimumHeight = ceilf(logf(float(minimumNodeCount)) / logf(2.0f));
    g_debugDraw.DrawString(5, m_textLine, "dynamic tree height = %d, min = %d", height, int32(minimumHeight));
    m_textLine += m_textIncrement;

    Test::Step(settings);

    g_debugDraw.DrawString(5, m_textLine, "create time = %6.2f ms, fixture count = %d",
      m_createTime, m_fixtureCount);
    m_textLine += m_textIncrement;

    //b2DynamicTree* tree = &m_world->m_contactManager.m_broadPhase.m_tree;

    //if (m_stepCount == 400)
    //{
    //	tree->RebuildBottomUp();
    //}
  }

  static Test* Create()
  {
    return new Tiles;
  }

  int32 m_fixtureCount;
  float m_createTime;
};

static int testIndex = RegisterTest("Benchmark", "Tiles", Tiles::Create);
